there! I am currently working on a game on Unreal 4, and although im still in early production(barely any code written, mostly visual assets at this point), i want to ask this now, so that i know how ...

How can one add a level to an already published iOS/Android Unity3D game on a daily/weekly basis?
I know this probably isn't feasible but it won't harm if I just made sure of it. Our game requires to ...

Lately a friend and I have been thinking about making an mmo after we finish highschool and while I have more than some programming experience I have never before made anything like an mmo so two days ...

I understand that in a snapshot-based network replication system the server holds onto N full snapshots and uses incoming ACK'd data from the clients to construct delta snapshots. This makes sense. ...

For a 3d Hack'n'Slash game I am currently using Unity as client and Java wit OGserver (Netty with some game-related features) as Server.
I am on the map part of the development, actually I just have ...

I have a simulation game where I need a simple server that doesn't take any input from the player - just runs an update code sequence every so many seconds. I need this code to run even if there are ...

From what I gathered, wrappers mimic the game server in question, receiving packets from client and sending them to the server (and vice versa). It acts like a bridge between the client and server, ...

For my client-server lockstep 16-player RTS game, I've calculated the maximum bandwidth usage per second to be 50KBs for hosting a game (though this value is closer to 20KBs practically). ~90% of this ...

I'm working on a 2D top-down-shooter and doing my best to copy concepts used in networked games like Quake 3.
I have an authorative server.
The server sends snapshots to clients.
Snapshots contain a ...

Okay, someone tasked me to make a leaderboard for their game. However, the one I have right now is really insecure. All it does is check if someone is in the top 100, and if they are, post the score ...

I'm developing some game with server/client structure, and the client will predict the movements, but it should be validated by the server.
In the client part, I got it moving nice, but now I'm trying ...

Assume a simple standard client/server game. For the server, is it worthwhile to have a separate process that listens for connections and messages from clients and sends the data via local sockets or ...

I am playing around with php on server and html/js client for a game/experiment. Right now, real time data is being updated and queried from mysql but in the very near future I want to expand from a ...

I am building a game that uses client-server architecture and have the following question regarding server to client updates.
Currently the server is doing 60 ticks per second and is sending updates ...

The main aim is to keep the games variables server-side for obvious security reasons.
I believe having server-side code to check before updating the games database values will protect me from classic ...

I've been searching for information but couldn't find any. I don't even know if this is the appropiate place to ask. If it's not, please delete the question and forget me.
I'd like to know if there ...

I am a beginner C++ programmer. I am creating a custom Open Tibia Server and I use the alternative Tibia client (OTClient).
I want encode game files (image, sound, lua, etc.) or pack all files into ...

I'm really curious about how to set up a game so like Hayday or Clash Of Clans, especially with regards towards the server-client architecture. How does one set up such an artitecture? What are the ...

I am working on a Turn-based Game (Chess)
I have done the client part and single player mode so AI is no problem here. But the only problem is now I want to make my project multiplayer. I have done ...

I'm new to HTML5 game development. I'm trying to make something using Pixi.js, but when I tried to view it in a browser, I saw a blank page. According to the tutorial I'm following, I need to set up a ...

I'm developing a mobile social game, it's a puzzle with a social layer similar to the one in Candy Crush Saga (limited lives, can send life requests to friends, facebook leaderboards, etc). I know all ...

I'm currently getting my feet wet in the realm of networking, so I set a goal to make a simple client/server game using SFML for both graphics and networking. In my head it seemed easy at first, but ...

Assuming I have a simple client-server game, where the server picks random players on a very frequent base, I was wondering what is the best way to select a random player (According to the following ...

I've been developing single player games for a while now and I have decided to start working on a online PC(and maybe mobile) TCG. The design is almost complete and I can cover most of the code as far ...

I want to learn more abot how to use some kind of presentation/input layer that communicates with server for HTML5 games.
Instead of sending all the code to the clients browser, I would like to just ...

I want to write a game server with one thread for clients message handling and use something like epoll to accept network messages. All I/O and database access will be processed in a thread pool and ...

I'm currently creating a multiplayer game using the HTML5 framework Phaser.
It's a game where zombies spawn on the map and players have to shoot them to kill them. The zombies target players that are ...